“…Games that address educational objectives and content are increasingly being tested in terms of academic learning outcomes, learner motivation, and the development of critical thinking, problem-solving, and other skills (Cheng, She, & Annetta, 2015;Gee, 2003;Inal & Cagiltay, 2007;Yun, Jiang, & Li, 2010). In light of the effort and resources required to develop new "edutainment games," existing commercial games are being tested as less expensive options for digital game-based learning (DGBL), to the degree that a new pedagogical category has been created: commercial off-the-shelf (COTS) DGBL (Clark et al, 2011;Girard, Ecalle, & Magnan, 2013;Proctor & Marks, 2013;Van Eck, 2006;Whitton, 2012;Yang, 2012).…”